Background:
Plaguebearers are the Lesser Daemons of Nurgle. Unlike other Daemons that are born from a tiny piece of a Chaos God's power splitting into a seperate being, Plaguebearers are born from the energy of mortal souls succumbing to Nurgle's Rot.

These daemons have gangling, bony limbs, their bodies swollen with decay, so much so that glistening innards are exposed through rents in their skin. They possess a single, cyclopean eye and a single horn rising above their haggard, drawn faces, their bodies covered in filth and parasites. Despite the Plaguebearer’s unusual appearance, they are supernaturally resilient to harm, the gifts of their master having inured them to all pain. Plaguebearers are constantly surrounded by clouds of droning flies and chant monotonous hymns, their gait a staggering lope.

Plaguebearers carry rusted, heavy blades known as Plague Swords. These weapons are infused with foul infections and toxins that can make the merest scratch fatal. These daemons are solemn, cruelly efficient warriors in battle, despite their sickly appearance, Plaguebearers pose a lethal threat to anyone they encounter since their otherworldly toughness allows them to endure most attacks with ease.

They also serve as the Tallymen of Nurgle, eternally bound to record all of their dark god’s pestilential creations. Many believe that Plaguebearers are in fact created by such diseases, incubating within plague victims and feeding upon their dying energies, only to later fully emerge from their heaped bodies.Their sonorous voices attempt to keep count of the number of noxious plagues unleashed by Nurgle; an impossible task, for the Grandfather of Plagues constantly invents new strains of viruses. Mortals who listen to these cursed chants can often fall ill.

Background:
Bloodthirsters are the Greater Daemons of Khorne. These savage beasts exhibit extreme rage and bloodlust. Bloodthirsters are the most savage and martial of the Blood God's servants. Their bloodlust extends beyond mortal comprehension and their power is said to be only matched by the Primarchs of old.

They manifest as towering, muscular behemoths with bestial, almost canine faces, bloodied manes and sharp horns and are clad in the Brass Armour of Khorne which protects them from magic spells and from ranged attacks. More noteworthy are their great leathery wings that allow them to dive into the midst of battle. In combat they use immense Axes that have been forged in the heat of Khorne's wrath and bear the essence of a caged Greater Daemon in conjunction with a long whip known as a Gorewhip that allows them to attack more distant foes.

Background:
Great Unclean Ones are the Greater Daemons of Nurgle. In form they are massive and bloated with disease and decay, and their necrotic and boil-covered flesh is rent, where their organs spill out, hanging across their huge girth. Great Unclean Ones can endure tremendous amounts of damage before being felled. Many opponents cannot stomach to look at a Great Unclean One, let alone fight one.

Great Unclean Ones typically take the form of gargantuan, immensely fat humanoids, hot intestines dribbling out of huge tears in their enormous bellies. Their horrific girth is supported by two impossibly small and atrophied-looking legs, their swollen heads are crowned by enormous stag-like antlers. Their suppurating, sore-covered bodies are host to every disease ever cataloged by man or daemon.

In combat, Great Unclean Ones wield enormous blades and maces of iron, crude, corroded cleavers and immense plague flails — each one dripping with pestilence. Frequently they carry a blade known as a Plague Sword - these massive, rusted blades are said to be dipped in the foul pus and contagion at the base of Nurgle's throne.

Despite their completely bloated and putrid appearance, Great Unclean Ones are neither deathlike or morbid in character. In fact the opposite is true, and the daemons are motivated by all the trivial human enthusiasms which drive the living. They are gregarious and even sentimental in nature, and hold their followers dear, even referring to them as their "Children", and taking an obvious pride in their appearance and endearing behavior. Even surrounded by the pitiful moaning of the sick and dying, they smile with pure-hearted benevolence, and their long, pus-coated tongues dangle from toothy, face-splitting grins.

Background:
Keepers of Secrets are the Greater Daemons of Slaanesh. Created subconsciously by the Prince of Pleasure, these Daemons are the ultimate manifestation of his desire for physical excess and pleasure in battle. Each Keeper of Secrets has a unique appearance that mirrors Slaanesh's mood at the time of its creation. Their looks can range from terrifyingly-haunting-but-almost human to bestial, though all are tall and lithe with long claws and limbs and a crown of horns that sprouts from their head and intoxicating eyes that look like black crystals.

As well as being vicious warriors, Keepers of Secrets are also capable of weaving powerful spells of misdirection and mystification. They invade the thoughts of their enemies, sending them visions of glory, titillating their egos, and caressing their inner desires to lead them astray. They seek to give and receive sensation in all forms, be it pain or pleasure, but there is nothing more enjoyable to them than the corruption of the noble and pure. They also are surrounded by a breeze that confuses all enemies around and allows the daemon to prey on them easily.

The Keepers of Secrets live to feed from others' emotions, especially fear, hope, and despair. They love the sensation of cutting through flesh and bestowing the feeling of pain onto their enemies. As well as striking amazingly fast with their limbs, they also cause corruption in another way: they love to turn emotions such as courage, bravery and valor into selfishness and other emotions.

Background:
Lords of Change are the Greater Daemons of Tzeentch. The most powerful servants of their master, Lords of Change are in many ways essentially minor embodiments of all the characteristics of Tzeentch, renowned for their long-running and intricate schemes that weave across time and fate. Notable for being allowed access to Tzeentch's very own reserves of wisdom and for essentially being expressions of his cunning, which gives them great power. As individuals, they are all said to possess the attitude of wicked children; playful but mischievous and even openly malicious towards the lesser beings they delight in manipulating. Nothing is more pleasing to a Lord of Change than to break open fate and re-shape it, be it by manipulation of individuals or direct action. Even without access to Tzeentch's knowledge of fate, they are said to be deeply intelligent and understanding of life's mysteries.

They are powerful sorcerers and resourceful manipulators who appear to mortals as omniscient beings. Their magical abilities are so strong that the most powerful sorcerous incantations of mortals are reckoned to be but simple tricks to a Lord of Change. They are said to be able to turn scores of men into boneless spawn at a mere glance, destroy an armoured vehicle with a flick of a finger, or wrench the soul out of even the mightiest warriors with a simple word. For nothing is made that cannot be unmade, or changed, and such areas are the domains of the daemons of Tzeentch.

While not averse to warfare, Lords of Change typically do not engage in direct battle. This is not due to cowardice or any other emotion irrelevant to a daemon of the warp, but because it interests them more to direct the forces of combat from afar, guiding or even ordering combatants rather than fighting themselves. Because of this, it is not unknown for Lords of Change to possess powerful underlings, bands of Horrors and even Chaos Champions of their own. Nevertheless, they are potentially deadly opponents.

Background:
The Defiler is a Chaos Daemon Engine and are among the most common of their kind. They were created by the Dark Mechanicum on the Forge World of Xana II at the command of Abaddon the Despoiler in preparation for the First Black Crusade. Unlike the tanks and vehicles of the Imperium, which are mostly operated by humans, a Defiler is controlled by a daemon. Chaos Sorcerers use arcane Chaos magic to draw the essence of a powerful daemon from the Warp and trap it within the rune-bound hull of the machine. Powerful spells of appeasement and pacification are utilised to keep the newly bound daemon from causing havoc among the forces of Chaos.

Standing on six piston-driven limbs, the Defiler's hull supports a massive turret, which houses the main armaments of the infernal machine. While Defilers are usually seen with large arrays of weapons, such as a Reaper Autocannon and a Havoc Launcher, its main firepower comes in the form of a artillery-like battle cannon. There are often numerous variations of the weapon systems used; in some cases, Reaper Autocannons have been upgraded to house twin-linked heavy bolters or lascannons instead, whereas there have been sightings of Defilers with heavy flamers on multiple occasions.

In addition to being able to lay down a barrage of heavy fire, Defilers are also terrifying close combat opponents. When a Defiler arrives on the battlefield, the technosorcery keeping the bound daemon peaceful is released, allowing the daemon to truly enjoy the battle. As daemons are immortal and unconcerned for the survival of its machine host, Defilers ignore hits that would kill normal tank crews and continue on rampages of destruction that would otherwise be impossible to proceed with. Of its six limbs, Defilers use four for moving around and two arm-like appendages to crush enemies in their pincers.